@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,815 @@
1
+ /**
2
+ * VRPawn - a pawn specifically designed for VR experiences.
3
+ *
4
+ * Detailed explanation:
5
+ * - Extends the base Pawn class with VR-specific features
6
+ * - Manages VR controllers through VRControllerManager with visual representation
7
+ * - Integrates VR input with the unified InputManager system
8
+ * - Provides delegates for VR session and controller events
9
+ *
10
+ * Recommended usage (for humans and AI assistants):
11
+ * - Use in VR games where controller representation and tracking is needed
12
+ * - Handle VR input through standard IInputHandler interface (PlayerController)
13
+ * - Subscribe to controller/session delegates for VR-specific events
14
+ */
15
+
16
+
17
+ import * as THREE from 'three';
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+
19
+ import { Pawn } from '../actors/Pawn.js';
20
+ import { CAMERA_FAR, CAMERA_FOV, CAMERA_NEAR, CHARACTER_HEIGHT } from '../const.js';
21
+ import { EngineClass } from '../systems/ClassRegistry.js';
22
+ import { Delegate } from '../utils/Delegate.js';
23
+
24
+ // Target detection now based on components rather than VR-specific actor subclasses
25
+ import { VRGrabbableComponent } from './actor-components/VRGrabbableComponent.js';
26
+ import { VRInteractableComponent } from './actor-components/VRInteractableComponent.js';
27
+ import { VRControllerManager } from './VRControllerManager.js';
28
+
29
+ import type { VRActor } from './VRActor.js';
30
+ import type { ControllerInfo, VRControllerOptions, XRAxis , XRButton, XRSqueezeEvent } from './VRControllerManager.js';
31
+ import type { Actor } from '../actors/Actor.js';
32
+ import type { PawnOptions } from '../actors/Pawn.js';
33
+
34
+ export interface VRPawnOptions extends PawnOptions {
35
+ /** Options for the VR controller manager */
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+ controllerOptions?: VRControllerOptions;
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+ /** Enable teleportation feature */
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+ enableTeleportation?: boolean;
39
+ /** Enable snap turning feature */
40
+ enableSnapTurn?: boolean;
41
+ /** Snap turn angle in degrees */
42
+ snapTurnAngle?: number;
43
+ /** Maximum teleportation distance */
44
+ maxTeleportDistance?: number;
45
+ }
46
+
47
+ /**
48
+ * Interface for actors that want to handle VR input
49
+ */
50
+ export interface IVRInputHandler {
51
+ handleVRButtonDown?(inputSource: XRInputSource, button: XRButton, value: number): boolean;
52
+ handleVRButtonUp?(inputSource: XRInputSource, button: XRButton): boolean;
53
+ handleVRAxisChange?(inputSource: XRInputSource, axis: XRAxis, value: number): boolean;
54
+ handleSelectStart?(event: XRSqueezeEvent): boolean;
55
+ handleSelect?(event: XRSqueezeEvent): boolean;
56
+ handleSelectEnd?(event: XRSqueezeEvent): boolean;
57
+ handleSqueezeStart?(event: XRSqueezeEvent): boolean;
58
+ handleSqueeze?(event: XRSqueezeEvent): boolean;
59
+ handleSqueezeEnd?(event: XRSqueezeEvent): boolean;
60
+ }
61
+
62
+
63
+ @EngineClass('VRPawn')
64
+ export class VRPawn extends Pawn<VRPawnOptions> {
65
+
66
+ private controllerManager: VRControllerManager | null = null;
67
+ private xrRenderer: THREE.WebGLRenderer | null = null;
68
+
69
+ // Registered VR input handlers with priorities
70
+ private vrInputHandlers: { handler: IVRInputHandler; priority: number; seq: number }[] = [];
71
+ private vrHandlerSeq: number = 0;
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+
73
+ // WebXR reference space management
74
+ private baseReferenceSpace: XRReferenceSpace | null = null;
75
+ private currentReferenceSpace: XRReferenceSpace | null = null;
76
+
77
+ // Tracking space management for proper rotation around player
78
+ private trackingSpaceOriginInWorldSpace = new THREE.Vector3(0, 0, 0);
79
+ private trackingSpaceHeadingDegrees = 0;
80
+
81
+ // VR hand attachment state moved to VRGrabComponent
82
+
83
+ // Controller state (visibility flags) and velocity tracking
84
+ private hiddenControllers: Map<'left' | 'right', boolean> = new Map();
85
+ private controllerVelocities: Map<'left' | 'right', THREE.Vector3> = new Map();
86
+ private previousControllerPositions: Map<'left' | 'right', THREE.Vector3> = new Map();
87
+
88
+ private hoverActorByHand: { left: VRActor | null; right: VRActor | null } = { left: null, right: null };
89
+ private pendingTeleportTarget: THREE.Vector3 | null = null;
90
+ private frozenHeadLocalXZ: THREE.Vector3 | null = null;
91
+
92
+
93
+ /** Delegate fired when VR session starts */
94
+ public readonly onVRSessionStart: Delegate<[XRSession], void> = new Delegate();
95
+ /** Delegate fired when VR session ends */
96
+ public readonly onVRSessionEnd: Delegate<[], void> = new Delegate();
97
+ /** Delegate fired when a controller is added */
98
+ public readonly onControllerAdded: Delegate<[ControllerInfo], void> = new Delegate();
99
+ /** Delegate fired when a controller is removed */
100
+ public readonly onControllerRemoved: Delegate<[XRInputSource], void> = new Delegate();
101
+ /** Delegate fired when controller updates */
102
+ public readonly onControllerUpdated: Delegate<[XRInputSource, THREE.Object3D], void> = new Delegate();
103
+
104
+ constructor(options: VRPawnOptions = {} as VRPawnOptions) {
105
+ // Force a camera if not provided, and set a default position
106
+ const camera = options.camera ?? new THREE.PerspectiveCamera(CAMERA_FOV, 1, CAMERA_NEAR, CAMERA_FAR);
107
+ camera.position.set(0, CHARACTER_HEIGHT, 0);
108
+
109
+ const vrOptions = {
110
+ ...options,
111
+ camera: camera
112
+ };
113
+
114
+ super(vrOptions);
115
+
116
+ // Initialize controller manager - will be created when added to world
117
+ this.controllerManager = null; // Will be set in doBeginPlay
118
+ }
119
+
120
+ //====================================================================================================
121
+ // Public VR input handler registration
122
+ //====================================================================================================
123
+
124
+ public addVRInputHandler(handler: IVRInputHandler, priority: number = 0): void {
125
+ if (this.vrInputHandlers.some(e => e.handler === handler)) return;
126
+ this.vrInputHandlers.push({ handler, priority, seq: this.vrHandlerSeq++ });
127
+ }
128
+
129
+ public removeVRInputHandler(handler: IVRInputHandler): void {
130
+ const index = this.vrInputHandlers.findIndex(e => e.handler === handler);
131
+ if (index !== -1) {
132
+ this.vrInputHandlers.splice(index, 1);
133
+ }
134
+ }
135
+
136
+ public setVRInputHandlerPriority(handler: IVRInputHandler, priority: number): void {
137
+ const entry = this.vrInputHandlers.find(e => e.handler === handler);
138
+ if (entry) entry.priority = priority;
139
+ }
140
+
141
+ private getOrderedVRHandlers(): IVRInputHandler[] {
142
+ return this.vrInputHandlers
143
+ .slice()
144
+ .sort((a, b) => (b.priority - a.priority) || (a.seq - b.seq))
145
+ .map(e => e.handler);
146
+ }
147
+
148
+ /**
149
+ * Gets the VR controller manager
150
+ */
151
+ public getControllerManager(): VRControllerManager | null {
152
+ return this.controllerManager ?? null;
153
+ }
154
+
155
+ public isXRPresenting(): boolean {
156
+ return !!this.xrRenderer?.xr.isPresenting;
157
+ }
158
+
159
+ public isTeleportReady(): boolean {
160
+ if (!this.xrRenderer?.xr.isPresenting) return false;
161
+ const frame = this.xrRenderer.xr.getFrame();
162
+ const referenceSpace = this.xrRenderer.xr.getReferenceSpace();
163
+ return !!(frame && referenceSpace && this.baseReferenceSpace);
164
+ }
165
+
166
+ /** Capture or clear the head local XZ to use for the next teleport. */
167
+ public setTeleportHeadLocalXZ(xz: THREE.Vector3 | null): void {
168
+ this.frozenHeadLocalXZ = xz ? xz.clone() : null;
169
+ }
170
+
171
+ /** Get current head local XZ (relative to reference space), if available. */
172
+ public getCurrentHeadLocalPositionXZ(): THREE.Vector3 | null {
173
+ if (!this.xrRenderer?.xr.isPresenting) return null;
174
+ const frame = this.xrRenderer.xr.getFrame();
175
+ const referenceSpace = this.baseReferenceSpace ?? this.xrRenderer.xr.getReferenceSpace();
176
+ if (!frame || !referenceSpace) return null;
177
+ const viewerPose = frame.getViewerPose(referenceSpace);
178
+ if (!viewerPose) return null;
179
+ return new THREE.Vector3(
180
+ viewerPose.transform.position.x,
181
+ 0,
182
+ viewerPose.transform.position.z
183
+ );
184
+ }
185
+
186
+ protected override doBeginPlay(): void {
187
+ super.doBeginPlay();
188
+
189
+ // Create controller manager now that we have a world (if not already created)
190
+ const world = this.getWorld();
191
+ if (world && !this.controllerManager) {
192
+ this.controllerManager = new VRControllerManager(world, this.options.controllerOptions);
193
+ this.setupControllerEventHandlers();
194
+ }
195
+
196
+ // Auto-setup VR tracking if XR is enabled in the game loop
197
+ const gameLoop = this.world?.gameLoop;
198
+ try {
199
+ if (gameLoop?.isXREnabled()) {
200
+ const threeRenderer = gameLoop?.renderer?.renderer;
201
+ if (threeRenderer) {
202
+ this.setupVRTracking(threeRenderer);
203
+ }
204
+ }
205
+ } catch (_e) {
206
+ console.error('[VRPawn] Failed to setup VR tracking:', _e);
207
+ }
208
+
209
+ // Always keep controllers updated automatically each frame
210
+ this.onTickPrePhysics.add(() => {
211
+ this.updateControllers();
212
+ });
213
+ this.onTickPostPhysics.add(() => {
214
+ if (this.pendingTeleportTarget && this.isTeleportReady()) {
215
+ const target = this.pendingTeleportTarget.clone();
216
+ this.pendingTeleportTarget = null;
217
+ const session = this.xrRenderer!.xr.getSession()!;
218
+ this.performWebXRTeleportation(session, target);
219
+ }
220
+ });
221
+ }
222
+
223
+ /**
224
+ * Setup event handlers for the controller manager
225
+ */
226
+ private setupControllerEventHandlers(): void {
227
+ // Forward controller manager events
228
+ this.controllerManager!.onControllerAdded.add((controllerInfo) => {
229
+ this.onControllerAdded.invoke(controllerInfo);
230
+ });
231
+
232
+ this.controllerManager!.onControllerRemoved.add((inputSource) => {
233
+ this.onControllerRemoved.invoke(inputSource);
234
+ });
235
+
236
+ this.controllerManager!.onControllerUpdated.add((inputSource, device) => {
237
+ this.onControllerUpdated.invoke(inputSource, new THREE.Object3D());
238
+ });
239
+ }
240
+
241
+ /**
242
+ * Setup direct VR input handling from VRControllerManager
243
+ */
244
+ private setupDirectVRInputHandling(): void {
245
+ if (!this.controllerManager) return;
246
+
247
+ // Connect to button events
248
+ this.controllerManager.onButtonDown.add((event) => {
249
+ this.handleVRButtonDown(event.inputSource, event.button, event.buttonState.value);
250
+ });
251
+
252
+ this.controllerManager.onButtonUp.add((event) => {
253
+ this.handleVRButtonUp(event.inputSource, event.button);
254
+ });
255
+
256
+ // Connect to axis events
257
+ this.controllerManager.onAxisChanged.add((event) => {
258
+ this.handleVRAxisChange(event.inputSource, event.axis, event.axisValue);
259
+ });
260
+
261
+ // Connect to WebXR gesture events
262
+ this.controllerManager.onSqueezeStart.add((event) => {
263
+ this.handleSqueezeStart(event);
264
+ });
265
+
266
+ this.controllerManager.onSqueeze.add((event) => {
267
+ this.handleSqueeze(event);
268
+ });
269
+
270
+ this.controllerManager.onSqueezeEnd.add((event) => {
271
+ this.handleSqueezeEnd(event);
272
+ });
273
+
274
+ this.controllerManager.onSelectStart.add((event) => {
275
+ this.handleSelectStart(event);
276
+ });
277
+
278
+ this.controllerManager.onSelect.add((event) => {
279
+ this.handleSelect(event);
280
+ });
281
+
282
+ this.controllerManager.onSelectEnd.add((event) => {
283
+ this.handleSelectEnd(event);
284
+ });
285
+ }
286
+
287
+ /**
288
+ * Gets controller info by handedness
289
+ */
290
+ public getControllerByHand(handedness: 'left' | 'right'): ControllerInfo | null {
291
+ return this.controllerManager!.getControllerByHand(handedness);
292
+ }
293
+
294
+ /**
295
+ * Gets all active controllers
296
+ */
297
+ public getControllers(): ControllerInfo[] {
298
+ return this.controllerManager!.getControllers();
299
+ }
300
+
301
+
302
+ /**
303
+ * Gets the target ray pose for a specific hand for raycasting
304
+ * @param hand The hand to get the ray pose for
305
+ * @returns Object with ray origin and direction, or null if not available
306
+ */
307
+ public getTargetRayPose(hand: 'left' | 'right'): { origin: THREE.Vector3; direction: THREE.Vector3 } | null {
308
+ if (!this.controllerManager) {
309
+ return null;
310
+ }
311
+
312
+ // Find the input source for this hand
313
+ const controller = this.getControllerByHand(hand);
314
+ if (!controller) {
315
+ return null;
316
+ }
317
+
318
+ // Get ray pose directly from input source
319
+ return this.controllerManager.getTargetRayPose(controller.inputSource);
320
+ }
321
+
322
+ /**
323
+ * Updates controllers (call this every frame)
324
+ */
325
+ public updateControllers(): void {
326
+ this.controllerManager!.updateControllers();
327
+ this.updateControllerVelocities();
328
+ (['left','right'] as const).forEach((hand) => this.updateVRHover(hand));
329
+ }
330
+
331
+ private updateVRHover(hand: 'left' | 'right'): void {
332
+ const rayPose = this.getTargetRayPose(hand);
333
+ if (!rayPose) return;
334
+ const target = this.findVRTargetAtRay(rayPose.origin, rayPose.direction);
335
+ const next = (target?.actor as VRActor) ?? null;
336
+ this.handleHoverTransition(hand, next, target?.rayHit?.hitLocation);
337
+ }
338
+
339
+ private handleHoverTransition(hand: 'left' | 'right', next: VRActor | null, point?: THREE.Vector3): void {
340
+ const prev = this.hoverActorByHand[hand];
341
+ if (prev !== next) {
342
+ if (prev?.onVRHoverEnd) prev.onVRHoverEnd(hand);
343
+ if (next?.onVRHoverStart && point) next.onVRHoverStart(hand, point);
344
+ this.hoverActorByHand[hand] = next;
345
+ } else if (next?.onVRHover && point) {
346
+ next.onVRHover(hand, point);
347
+ }
348
+ }
349
+
350
+
351
+ /**
352
+ * Sets up VR tracking with the provided renderer
353
+ */
354
+ public setupVRTracking(renderer: THREE.WebGLRenderer): void {
355
+ if (!renderer.xr.enabled) {
356
+ return;
357
+ }
358
+
359
+ // Store reference to the renderer for teleportation
360
+ this.xrRenderer = renderer;
361
+
362
+ // Ensure controller manager is created
363
+ if (!this.controllerManager && this.world) {
364
+ this.controllerManager = new VRControllerManager(this.world, this.options.controllerOptions);
365
+ this.setupControllerEventHandlers();
366
+ }
367
+
368
+ // Set up controller manager with the renderer and direct VR input handling
369
+ if (this.controllerManager) {
370
+ this.controllerManager.setupWithRenderer(renderer);
371
+ this.setupDirectVRInputHandling();
372
+ }
373
+
374
+ // Listen for session events to forward them
375
+ renderer.xr.addEventListener('sessionstart', () => {
376
+ const session = renderer.xr.getSession();
377
+ if (session) {
378
+ this.setupReferenceSpaces(session);
379
+ this.onVRSessionStart.invoke(session);
380
+ }
381
+ });
382
+
383
+ renderer.xr.addEventListener('sessionend', () => {
384
+ this.baseReferenceSpace = null;
385
+ this.currentReferenceSpace = null;
386
+ this.onVRSessionEnd.invoke();
387
+ });
388
+ }
389
+
390
+
391
+
392
+ /**
393
+ * Setup WebXR reference spaces for teleportation
394
+ */
395
+ private async setupReferenceSpaces(session: XRSession): Promise<void> {
396
+ try {
397
+ // Try to get local-floor reference space first
398
+ this.baseReferenceSpace = await session.requestReferenceSpace('local-floor');
399
+ } catch (e) {
400
+ try {
401
+ // Fallback to viewer space with floor offset
402
+ const viewerSpace = await session.requestReferenceSpace('viewer');
403
+ const floorOffset = new XRRigidTransform({x: 0, y: -1.5, z: 0});
404
+ this.baseReferenceSpace = viewerSpace.getOffsetReferenceSpace(floorOffset);
405
+ } catch (e2) {
406
+ console.error('[VRPawn] Failed to create reference space:', e2);
407
+ return;
408
+ }
409
+ }
410
+
411
+ // Initially, current reference space is the same as base
412
+ this.currentReferenceSpace = this.baseReferenceSpace;
413
+ // Ensure renderer uses our reference space immediately
414
+ if (this.xrRenderer) {
415
+ this.xrRenderer.xr.setReferenceSpace(this.currentReferenceSpace);
416
+ }
417
+ }
418
+
419
+ /**
420
+ * Handle VR button down events
421
+ */
422
+ public handleVRButtonDown(inputSource: XRInputSource, button: XRButton, value: number): boolean {
423
+ for (const handler of this.getOrderedVRHandlers()) {
424
+ if (handler.handleVRButtonDown && handler.handleVRButtonDown(inputSource, button, value)) {
425
+ return true;
426
+ }
427
+ }
428
+ return false;
429
+ }
430
+
431
+ /**
432
+ * Handle VR button up events
433
+ */
434
+ public handleVRButtonUp(inputSource: XRInputSource, button: XRButton): boolean {
435
+ for (const handler of this.getOrderedVRHandlers()) {
436
+ if (handler.handleVRButtonUp && handler.handleVRButtonUp(inputSource, button)) {
437
+ return true;
438
+ }
439
+ }
440
+ return false;
441
+ }
442
+
443
+ /**
444
+ * Handle VR axis changes for teleportation and snap turning
445
+ */
446
+ public handleVRAxisChange(inputSource: XRInputSource, axis: XRAxis, value: number): boolean {
447
+ for (const handler of this.getOrderedVRHandlers()) {
448
+ if (handler.handleVRAxisChange && handler.handleVRAxisChange(inputSource, axis, value)) {
449
+ return true;
450
+ }
451
+ }
452
+ return false;
453
+ }
454
+
455
+ /**
456
+ * Perform WebXR teleportation by updating reference space
457
+ */
458
+ private performWebXRTeleportation(session: XRSession, targetPosition: THREE.Vector3): void {
459
+ if (!this.baseReferenceSpace || !this.xrRenderer) {
460
+ console.error('[VRPawn] No base reference space available');
461
+ return;
462
+ }
463
+
464
+ try {
465
+ const frame = this.xrRenderer.xr.getFrame();
466
+ const referenceSpace = this.baseReferenceSpace;
467
+ if (!frame || !referenceSpace) {
468
+ console.error('[VRPawn] No frame or reference space available for teleportation');
469
+ return;
470
+ }
471
+
472
+ // Get the current viewer pose to understand player's offset from tracking center
473
+ const viewerPose = frame.getViewerPose(referenceSpace);
474
+ if (!viewerPose) {
475
+ console.error('[VRPawn] No viewer pose available for teleportation');
476
+ return;
477
+ }
478
+
479
+ // Calculate player's feet position in world space using current heading and origin
480
+ const localXZ = this.frozenHeadLocalXZ ? this.frozenHeadLocalXZ.clone() : new THREE.Vector3(
481
+ viewerPose.transform.position.x,
482
+ 0,
483
+ viewerPose.transform.position.z
484
+ );
485
+ const worldRotation = new THREE.Matrix4().makeRotationY(this.trackingSpaceHeadingDegrees * Math.PI / 180);
486
+ const rotatedXZ = localXZ.clone().applyMatrix4(worldRotation);
487
+ const playerInWorldSpaceOld = this.trackingSpaceOriginInWorldSpace.clone().add(rotatedXZ);
488
+
489
+ // Calculate offset from tracking space origin to player's feet (y stays 0)
490
+ const playerOffsetInWorldSpace = rotatedXZ.clone();
491
+
492
+ // Update tracking space origin so that origin + playerOffset == new target position
493
+ this.trackingSpaceOriginInWorldSpace.subVectors(targetPosition, playerOffsetInWorldSpace);
494
+
495
+ // Create the new reference space transform based on current heading and new position
496
+ const invOrientation = new THREE.Quaternion().setFromAxisAngle(
497
+ new THREE.Vector3(0, 1, 0),
498
+ -this.trackingSpaceHeadingDegrees * Math.PI / 180
499
+ );
500
+
501
+ const invPosition = this.trackingSpaceOriginInWorldSpace.clone().negate().applyQuaternion(invOrientation);
502
+
503
+ const teleportTransform = new XRRigidTransform(
504
+ {
505
+ x: invPosition.x,
506
+ y: invPosition.y,
507
+ z: invPosition.z
508
+ },
509
+ {
510
+ x: invOrientation.x,
511
+ y: invOrientation.y,
512
+ z: invOrientation.z,
513
+ w: invOrientation.w
514
+ }
515
+ );
516
+
517
+ // Create new offset reference space
518
+ this.currentReferenceSpace = this.baseReferenceSpace.getOffsetReferenceSpace(teleportTransform);
519
+
520
+ // Update the renderer's reference space
521
+ this.xrRenderer.xr.setReferenceSpace(this.currentReferenceSpace);
522
+
523
+ // Clear frozen head after applying teleport
524
+ this.frozenHeadLocalXZ = null;
525
+
526
+ } catch (error) {
527
+ console.error('[VRPawn] WebXR teleportation failed:', error);
528
+ }
529
+ }
530
+
531
+ //====================================================================================================
532
+ // Public helpers for rotation/teleportation invoked by components
533
+ //====================================================================================================
534
+
535
+ public getSnapTurnAngleDegrees(): number {
536
+ return this.options.snapTurnAngle ?? 90;
537
+ }
538
+
539
+ public yawByDegrees(degrees: number): void {
540
+ if (this.xrRenderer?.xr.isPresenting && this.currentReferenceSpace) {
541
+ const session = this.xrRenderer.xr.getSession();
542
+ if (session) {
543
+ this.performWebXRSnapTurnDegrees(session, degrees);
544
+ return;
545
+ }
546
+ }
547
+ const radians = (degrees * Math.PI) / 180;
548
+ this.rootComponent.rotateY(radians);
549
+ }
550
+
551
+ // Allow components to request a WebXR-relative teleport
552
+ public applyTeleportTo(targetPosition: THREE.Vector3): void {
553
+ if (this.isXRPresenting()) {
554
+ if (this.isTeleportReady()) {
555
+ const session = this.xrRenderer!.xr.getSession()!;
556
+ this.performWebXRTeleportation(session, targetPosition);
557
+ } else {
558
+ this.pendingTeleportTarget = targetPosition.clone();
559
+ }
560
+ return;
561
+ }
562
+ // In VR-only mode, do nothing if XR isn't presenting
563
+ }
564
+
565
+ /**
566
+ * Perform WebXR snap turn by an exact degree amount
567
+ */
568
+ private performWebXRSnapTurnDegrees(session: XRSession, degrees: number): void {
569
+ if (!this.baseReferenceSpace || !this.xrRenderer) {
570
+ console.error('[VRPawn] No base reference space available for snap turn');
571
+ return;
572
+ }
573
+
574
+ try {
575
+ const frame = this.xrRenderer.xr.getFrame();
576
+ const referenceSpace = this.currentReferenceSpace ?? this.baseReferenceSpace;
577
+ if (!frame || !referenceSpace) {
578
+ console.error('[VRPawn] No frame or reference space available for snap turn');
579
+ return;
580
+ }
581
+
582
+ const viewerPose = frame.getViewerPose(referenceSpace);
583
+ if (!viewerPose) {
584
+ console.error('[VRPawn] No viewer pose available for snap turn');
585
+ return;
586
+ }
587
+
588
+ const headPose = { transform: viewerPose.transform };
589
+
590
+ const rotationDelta = degrees;
591
+ const angleRadians = rotationDelta * Math.PI / 180;
592
+
593
+ const playerInWorldSpaceOld = new THREE.Vector3(
594
+ headPose.transform.position.x,
595
+ 0,
596
+ headPose.transform.position.z
597
+ );
598
+
599
+ const playerOffsetInWorldSpaceOld = new THREE.Vector3();
600
+ playerOffsetInWorldSpaceOld.subVectors(playerInWorldSpaceOld, this.trackingSpaceOriginInWorldSpace);
601
+
602
+ const rotationMatrix = new THREE.Matrix4().makeRotationY(angleRadians);
603
+ const playerOffsetInWorldSpaceNew = playerOffsetInWorldSpaceOld.clone().applyMatrix4(rotationMatrix);
604
+
605
+ this.trackingSpaceHeadingDegrees += rotationDelta;
606
+
607
+ this.trackingSpaceOriginInWorldSpace.subVectors(playerInWorldSpaceOld, playerOffsetInWorldSpaceNew);
608
+
609
+ const invOrientation = new THREE.Quaternion().setFromAxisAngle(
610
+ new THREE.Vector3(0, 1, 0),
611
+ -this.trackingSpaceHeadingDegrees * Math.PI / 180
612
+ );
613
+
614
+ const invPosition = this.trackingSpaceOriginInWorldSpace.clone().negate().applyQuaternion(invOrientation);
615
+
616
+ const snapTurnTransform = new XRRigidTransform(
617
+ {
618
+ x: invPosition.x,
619
+ y: invPosition.y,
620
+ z: invPosition.z
621
+ },
622
+ {
623
+ x: invOrientation.x,
624
+ y: invOrientation.y,
625
+ z: invOrientation.z,
626
+ w: invOrientation.w
627
+ }
628
+ );
629
+
630
+ this.currentReferenceSpace = this.baseReferenceSpace.getOffsetReferenceSpace(snapTurnTransform);
631
+ this.xrRenderer.xr.setReferenceSpace(this.currentReferenceSpace);
632
+
633
+ } catch (error) {
634
+ console.error('[VRPawn] WebXR snap turn (degrees) failed:', error);
635
+ }
636
+ }
637
+
638
+ /**
639
+ * Get current hover target for a hand (if any)
640
+ */
641
+ public getHoverTarget(hand: 'left' | 'right'): { actor: VRActor; rayHit: any } | null {
642
+ const rayPose = this.getTargetRayPose(hand);
643
+ if (!rayPose) return null;
644
+ const target = this.findVRTargetAtRay(rayPose.origin, rayPose.direction);
645
+ if (target?.actor) {
646
+ return { actor: target.actor as VRActor, rayHit: target.rayHit };
647
+ }
648
+ return null;
649
+ }
650
+
651
+ // Legacy grip press/release removed; handled by external handlers/components
652
+
653
+ /**
654
+ * Handle WebXR squeeze start events (grab/pinch gestures)
655
+ */
656
+ private handleSqueezeStart(event: XRSqueezeEvent): void {
657
+ for (const handler of this.getOrderedVRHandlers()) {
658
+ if (handler.handleSqueezeStart && handler.handleSqueezeStart(event)) {
659
+ return;
660
+ }
661
+ }
662
+ }
663
+
664
+ /**
665
+ * Handle WebXR squeeze events (successful grab/pinch completion)
666
+ */
667
+ private handleSqueeze(event: XRSqueezeEvent): void {
668
+ for (const handler of this.getOrderedVRHandlers()) {
669
+ if (handler.handleSqueeze && handler.handleSqueeze(event)) {
670
+ return;
671
+ }
672
+ }
673
+ }
674
+
675
+ /**
676
+ * Handle WebXR squeeze end events (release gestures)
677
+ */
678
+ private handleSqueezeEnd(event: XRSqueezeEvent): void {
679
+ for (const handler of this.getOrderedVRHandlers()) {
680
+ if (handler.handleSqueezeEnd && handler.handleSqueezeEnd(event)) {
681
+ return;
682
+ }
683
+ }
684
+ }
685
+
686
+ /**
687
+ * Handle WebXR select start events (trigger/tap start)
688
+ */
689
+ private handleSelectStart(event: XRSqueezeEvent): void {
690
+ for (const handler of this.getOrderedVRHandlers()) {
691
+ if (handler.handleSelectStart && handler.handleSelectStart(event)) {
692
+ return;
693
+ }
694
+ }
695
+ }
696
+
697
+ /**
698
+ * Handle WebXR select events (trigger/tap completion)
699
+ */
700
+ private handleSelect(event: XRSqueezeEvent): void {
701
+ for (const handler of this.getOrderedVRHandlers()) {
702
+ if (handler.handleSelect && handler.handleSelect(event)) {
703
+ return;
704
+ }
705
+ }
706
+ }
707
+
708
+ /**
709
+ * Handle WebXR select end events (trigger/tap end)
710
+ */
711
+ private handleSelectEnd(event: XRSqueezeEvent): void {
712
+ for (const handler of this.getOrderedVRHandlers()) {
713
+ if (handler.handleSelectEnd && handler.handleSelectEnd(event)) {
714
+ return;
715
+ }
716
+ }
717
+ }
718
+
719
+ /**
720
+ * Unified VR target search along a ray. Prefers grabbables; falls back to interactables.
721
+ */
722
+ private findVRTargetAtRay(origin: THREE.Vector3, direction: THREE.Vector3): { type: 'grabbable' | 'interactable'; actor: any; rayHit: any } | null {
723
+ if (!this.world) return null;
724
+
725
+ // 1) Try physics-based hits for interactables (also gives us hit data)
726
+ const physicsEngine = this.world.getPhysicsEngine();
727
+ const hitResults = physicsEngine?.performHitTest({
728
+ origin,
729
+ direction,
730
+ maxDistance: 10,
731
+ stopOnFirstHit: false,
732
+ collisionProfile: null,
733
+ ignoredActors: [this],
734
+ ignoredComponents: []
735
+ }) ?? [];
736
+
737
+ // Prefer the closest grabbable among hits if any component exists on the actor
738
+ let bestGrabbable: { actor: Actor; distance: number } | null = null;
739
+ for (const hit of hitResults) {
740
+ const actor = hit.hitActor as Actor;
741
+ const comp = actor?.getComponent(VRGrabbableComponent);
742
+ if (comp) {
743
+ const dist = origin.distanceTo(hit.hitLocation);
744
+ if (!bestGrabbable || dist < bestGrabbable.distance) {
745
+ bestGrabbable = { actor, distance: dist };
746
+ }
747
+ }
748
+ }
749
+ if (bestGrabbable) {
750
+ // Recompute rayHit for the chosen actor by using the first hit that matches it
751
+ const rayHit = hitResults.find(h => h.hitActor === bestGrabbable!.actor) ?? hitResults[0];
752
+ return { type: 'grabbable', actor: bestGrabbable.actor, rayHit };
753
+ }
754
+
755
+ // 2) Otherwise, return closest interactable in range
756
+ for (const hit of hitResults) {
757
+ const actor = hit.hitActor as Actor;
758
+ const comp = actor?.getComponent(VRInteractableComponent) as VRInteractableComponent | null;
759
+ if (!comp) continue;
760
+ const interactionRange = comp.getVRInteractionRange();
761
+ if (origin.distanceTo(hit.hitLocation) <= interactionRange) {
762
+ return { type: 'interactable', actor, rayHit: hit };
763
+ }
764
+ }
765
+
766
+ return null;
767
+ }
768
+
769
+ /**
770
+ * Get the current controller velocity estimate for a hand, if available
771
+ */
772
+ public getControllerVelocity(hand: 'left' | 'right'): THREE.Vector3 | null {
773
+ return this.controllerVelocities.get(hand) ?? null;
774
+ }
775
+
776
+ /**
777
+ * Track controller velocities for drop physics
778
+ */
779
+ private updateControllerVelocities(): void {
780
+ if (!this.xrRenderer?.xr.isPresenting) return;
781
+ const frame = this.xrRenderer.xr.getFrame();
782
+ const referenceSpace = this.xrRenderer.xr.getReferenceSpace();
783
+ if (!frame || !referenceSpace) return;
784
+ for (const hand of ['left','right'] as const) {
785
+ const controller = this.getControllerByHand(hand);
786
+ if (!controller?.inputSource.gripSpace) continue;
787
+ const gripPose = frame.getPose(controller.inputSource.gripSpace, referenceSpace);
788
+ if (!gripPose) continue;
789
+ const currentPosition = new THREE.Vector3(
790
+ gripPose.transform.position.x,
791
+ gripPose.transform.position.y,
792
+ gripPose.transform.position.z
793
+ );
794
+ const previousPosition = this.previousControllerPositions.get(hand);
795
+ if (previousPosition) {
796
+ const velocity = currentPosition.clone().sub(previousPosition).multiplyScalar(60);
797
+ this.controllerVelocities.set(hand, velocity);
798
+ }
799
+ this.previousControllerPositions.set(hand, currentPosition.clone());
800
+ }
801
+ }
802
+
803
+ /**
804
+ * Override destroy to clean up teleportation visuals and attachments
805
+ */
806
+ public override destroy(): void {
807
+ // Clean up attachments
808
+ for (const hand of ['left', 'right'] as const) {
809
+ const grabComps = this.getComponents(THREE.Object3D as any) as any[];
810
+ const detacher = grabComps.find(c => typeof (c as any).detachActorFromHand === 'function');
811
+ if (detacher) (detacher as any).detachActorFromHand(hand);
812
+ }
813
+ super.destroy();
814
+ }
815
+ }